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Made in us
[MOD]
Solahma






RVA

Post some descriptions of characters you've RPed. Any system but no stats please other than class.

I'll start with some of my Forgotten Realms ones:

Agios

An orphaned Aasimer raised by clerics and monks of Ilmater, the god of suffering. Agios followed his natural talents into the priesthood but lead a sheltered life of faith amid the wild mountains. That all changed when his best friend was found dead at the base of the monastery well, the water from which had always been famous for its miraculous healing properties. A group of passing adventurers helped him purify the holy well and stop the plague of undead pilgrims its tainted waters had created. Agios thereafter traveled with them and joined in their epic adventures. Agios was a staunch supporter of the poor and oppressed but his methods would run to the tyrannical if unchekced. On one occasion, Agios discovered corruption among the bureaucrats of Silverymoon and nearly began a riot after stirring up the common people with his fiery sermons. Ultimately, he reorganized the government of Silverymoon establishing himself as a permanent inquisitor into its workings. He also built a magnificent church of the Triad just outside of the city and was known as a living saint. Agios mellowed into his old age and eventually helped one of his fellow adventurers set up and run the kingdom she had won during their exploits together. After helping to avert the end of the world at the hands of Kas (an extra-planar anti-being) and Shiver (see below), Agios retired to teaching the young princely sons of his friend (see below).

Shiver (a.k.a. "Ravanna")

The seemingly young woman calling herself Ravanna was actually several millennia old by the time that Agios and his fellow adventurers met her, long before they learned of the tragic history of Shiver. In the ancient Netherese Empire, a corrupt priestess of Selune regularly tortured a little girl who was her servant. The little girl lost her mind and eventually began to talk to a shadowy imaginary friend. This friend was actually Shar herself and the goddess of darkness so dominated the mind of little girl that she had no idea who she was. In truth, Shar had planned all of this: the little girl was to be an experiment in creating god-like Chosen to fight in Shar's near constant battle with Selune and Mystra. Using an extra-planar power of pure destruction, Shar warped the little girl into the creature called Shiver. Shiver and a few other of Shar's Chosen battled Selune's Chosen in a secret war that transpired entirely within a pocket dimension. The war ended when Shar lost interest, trapping Shiver for thousands of years. Over the millennia, Shiver lost almost all of her divine powers. What little sanity she had left disappeared utterly in the seemingly endless years of prayer to her indifferent patron goddess. But at long last, Shar had another use for her. Calling herself Ravanna, Shiver infiltrated the group of adventurers Agios traveled with and subverted their quest from within, eventually betraying them all. But in the course of her adventures, Ravanna knew some hint of companionship and humanity for the first time. So it was that in the last moments before the destruction of the world, whatever was left of the little girl threw off the monstrous power of Shiver and gave the heroes the chance they needed to save the day.

Lullylocklyn Limmerliesel Wellbetiding

Lully had nothing to do with the saga of Agios and his companions. She was a halfling from a county seat in Cormyr who traveled to Westgate with brother Swanngrin (who dreamed of being a knight errant) to pursue her dream of becoming a gem merchant. Lully was light-hearted but also deeply kind. Lully's only goal was to open her own shop and thanks to her good business sense she did not long after arriving in Westgate. But she found that even this wasn't enough. She struggled to develop courage in the face of the seedy underbelly of Westgate--not to mention the vicious vampire crime syndicates.

Alfirin/Indrid

A son to the companion of Agios who became a queen. His half brother (another PC in the "new generation" campaign) was the crown prince but Alfirin did not begrudge him this. Unfortunately the two did not get along well because of Alfirin's racist hatred of non-elves. When a strange magic-consuming plague began to destroy the kingdom's magic users (including the princes' mother) and then those of the whole world, Alfirin and his half-brother were separated. Thinking his brother dead, Alfirin took it upon himself to cure the plague and obsessively pursued this goal. In this quest, Alfirin's mind must have eventually snapped for he knowingly infected himself with the plague in order to better understand it and so also to cure it. He gradually became one of Faerun's greatest necromancers--second only to the likes of Larloch--and even underwent the hideous transformation into a lich. No longer was he called Alfirin but all knew and feared him as Indrid. He was eventually reunited with his brother, who was shocked by these developments but also pitied his brilliant if insane sibling, and the two pooled their knowledge to overcome the plague.

This message was edited 2 times. Last update was at 2010/04/01 03:29:42


   
Made in us
Sister Oh-So Repentia





Texas

I've recently started Dark Heresy. I have two characters thought up so far, an assassin named Ravion (aka Bones) and an Arbitrator named Plath (name was in the book and Sylvia Plath is my favorite poet).

Ravion/Bones

Ravion was born on a prosperous planet in an upscale community. He is the son of an important government official in the Ordo Hereticus. When he was 15, he was arranged to marry a woman he truly loved. However, soon a grisly war begun against the forces of Chaos on his planet. In just 3 years of battle the planet became a huge war zone, left a landscape of rubble and constant scattered battles. Ravion's fiance was murdered by a chaos sergeant, who was in turn killed by an Inquister of the Ordo Hereticus, who would later become in informant to Ravion.
After leaving his planet at the age of 19, Ravion went to a commerce planet to make a living, and once came across a man in a tavern about his age who was leading a small Chaos cult composed of his friends. Ravion told authorities of the Imperium and was allowed to take a squad of guardsmen to deal with the situation. As the soldiers hid in the tavern, Ravion challenged the man to a duel. Ravion lost, getting a scar on his stomach from a las pistol. However, as his opponent turned and walked away, Ravion fired his las pistol at the back of the heretic's head, killing him. As the heretic's friends came to attack Ravion, who was already wounded, Ravion whistled and the guardsmen came in, eliminating the rest of the cultists. After this massacre of heretics, Ravion widely became known as "Bones" and was recruited by the Inquisition as an Acolyte to be an assassin. Bones gladly accepted and requested to be used to eliminate forces of chaos with his stealth and precision. He is dark, mysterious, and distrusting, and will coldly bring death to any force of Chaos. He still lives in an apartment on the commerce planet and is highly regarded, and closely watched, by the Inquisitor that employed him.

Plath

Plath comes from a shrine world of the Imperium, where she heavily grew up on mass and scripture. However, she lived only with her mother, having no knowledge of who her father was until he approached her when she was 17. She then learned that he was a missionary. Shortly after meeting him, he took her out to a good meal one night. Just as he was walking her home that night, a man approached him. Plath's father told her to leave at once but she looked back at one point and saw him get shot in the chest with a bolt gun. He died instantly from the assault and Plath ran after the assailant, picking up her father's sword along the way. She chased him down an alley and severed the hand he killed her father with, just before he could shoot again. She noticed that his right hand was red, and summoned the authorities to arrest the murderer. After this experience, she kept the sword as her prized possession and 2 years later became in arbitrator on her planet. Her biggest and most successful assignment was going undercover to deceive and apprehend a gang lord named Irons, who had a red right hand, the same mutation as her father's killer. Knowing that he had sent the assassin, she took great pride in being responsible for his arrest. This caused her to get recruited by the Inquisition as an Acolyte, a position she gladly accepted. Recently though, Irons escaped and has since deployed a bounty hunter to capture Plath and return her to him for vengeance. She has escaped many attempts and in the last one was rescued, hands manacled and legs bound by a web pistol, by Bones and his investigation partner, Ferrus Wolfe*. Even though the loyal and trusting Plath has a tendency to be distress-prone in her field, she is nevertheless a very efficient law enforcer and melee fighter, and she has joined Bones and Wolfe* on their investigations of the alien, mutant and heretic.

*Ferrus Wolfe is a hive-world character of a friend who is currently under development

This message was edited 2 times. Last update was at 2010/04/01 04:47:52


Trust No One

Cult of the Blade Denied 1000 pts  
   
Made in gb
Longtime Dakkanaut





Jemy (D&D) wizard: crazy and unbalanced fire wizard who does all the blasting. Not much roleplay happened in this campaign as it was almost completely a dungeon crawler though.

Matsu Asagiri: (bonus points if you get where the name was from) L5R character, hot-headed Lion Clan bushi with an extreme pain tolerance, short fuse and big hair. Was part of a peace envoy trying to stop a war between he phoenix and lion clans, which seemed to have been sparked by a peasant cultists.

Inheritly unlucky and got on the bad side of an angry crab and took a tetsubo to the gut, though it didn't stop her and peace was made. He campaign sort of ended when starting a battle which was pretty much left unresolved.

I've played a few others (exalted, whfrp, d20 varients), if I can dig up the details I'll add them.

hello 
   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

In nearly twenty years of roleplaying I can sadly (well maybe not sadly as I love it) count the number of times I've been a player in a story arc on one hand (four times tobe precise) as I've mostly been a ST/DM for those many years.

I think from those games my fave character was a Dark Sun character from the old AD&D setting. Sadly it has been many years since I played her, that long I cannot even remember her name, only her title, 'the Iron Queen.'
She started as a slave in the world and through a game that lasted many months managed to master the magics of the Dragonkings and usurped the leaders of three of the great Cities. By the end of the game she was a full Dragon Queen herself and held dominion over a vast swathe of the land. I've no idea why my mate let me take so much over, but there was no fudging of rolls or rules, she managed to earn the power and defeat them via the rules as written and by his call on not just blatting her because I was 'doing it wrong' but aye, its a character I remember fondly.


As I'm mainly a ST/DM I thought I'd also raise a Npc Character as I am playing them in essence and this second character is a World of Darkness character called Sebastian Dante also known by his deed name Jhauramu.
He has featured in Vampire the Masquerade games as well as Werewolf the Apocalypse games, a former Silverfang Kinfolk named who was embraced by a Baali in the late 1850's. He learnt many dark magics before he left his mentor, draining him in process and gaining his Generation. He then went on a decade rampage across the world striking out against the Camarilla who dared approach him, and Garou alike. During the dawning of the new century he gained the attention of the Wyrm and fell to the Eater of Souls during the early 1900's becoming a agent of the Wyrm, taking the deedname Jhauramu, 'balehearted' in an old language used by Wyrm followers. Since then he has been on some dark crusade for the Eater of Souls, believe by some Garou who have learnt about him, to involve reversing the damage caused by the Croatan.

Renowned through out three different gaming groups as the scary pale guy in a black hat and cape. He was instantly recognizable wearing no shirt under the coat, so his pale white skin was viasable with a glowing etched pentagram into his flesh over his breastbone. He hurled balefire at his foes and was 7th generation Kindred who summoned Banes and demons to fight by his side. Often accompanied by a Nexus Crawler called 'Jessie' (Who also took a dark haired lithe female form on occasion) he was seen as a foe you fled from rather than attempted to fight, although one group did almost kill him in a game.
Other than that close call however he has not been slain by any Garou pack or Kindred that have had the misfortune to be against his plans. Sadly he's fallen out of favour in recent years, partially as without a group game, he is just too damned hard to throw against any of my wifes solo characters. The last plot of his was thwarted by a rag tag group of New Yorker Garou called the 'City Guardians' and he was forced to flee the field and fell into torpor. Although it is most likely it will only be a matter of time before his black hat is seen again within my WoD.

"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

My first character is still one of my favorites.

Number 11 was an attempt to create a half human/vampire (this was before it was cool to have vampires in everything by the way ) assassin, taking the best from humans and vampires and combining it into a single entity through the science of genetics.

Raised since infancy in a sterile, mechanical environment, 11 was a number and not a person. Trained to kill without question, to avoid enemies as an unseen shadow to strike at their heart. 11 had no contact with any living creature besides her targets, living and existing entirely within the training/research complex. Without such interaction, she never learned to speak (although this may have been a deliberate/accidental act on the part of her genetic programming, as she was fully capable of understanding a number of languages).

However, before she could be placed in the field, the facility she was in was attacked and seized by SHEILD (we were playing in a Marvel universe) and sequestered into one of their covert teams, to fight the vampire threat and any other the enemies of freedom.

Almost impossible to hit in CC and at range (due to stupidly high dexterity ), she often tied up masses of enemy troops while the rest of the team ran around like idiots (at least for the first few levels of play anyway ).

   
Made in us
Hardened Veteran Guardsman





Danbury, CT

Solar Stubbs For Rogue Trader

A ex-guard, ecclesiarchy hatin', partyin' beast of a man. He was born on Moira II, a Death World that has skyscrapers, but is infested with giant rats and roaches. He joined a Drop Troop Regiment, The Moiran XVIII, and fought void pirates (a lot), he learned a lot of pirate lore, and tactics from prisoners. He was discharged, and lived on a space station orbiting his home planet. One day, a Pirate Captain known as "Calico" Jak, attacked the station. The security forces were caught offguard, and were eliminated piecemeal. Stubbs went to the security forces' barracks, and got what he could find, a lever-action hunting rifle, and a spiked warhammer. He already had his old carapace armour. He fought against the pirates, and captured several bounties, including "Calico" Jak himself. He got 1000 crowns for the captures, and has become a bounty hunter. He spends money from bounties on weapon improvements, and armour repair. He is currently in the employment of Rogue Trader MacKenzie.

Ultramarines Legion 138th Company
Ultramarines Legion 19th Reserve Armour Company

Merican 1st Infantry "Merican Legion" 
   
Made in us
Servoarm Flailing Magos





Alaska

Arch Militant Sepp Korulus: (Rogue Trader)

Born on the Dead World Alascadia, Sepp struggled to survive early in life. Scrounging on the detritus of past civilizations, he learned self-reliance from a young age when his parents abandoned him because they could not feed him. He later learned to trade equipment that he would find in the urban wreckage to scavengers that would come to the planet, securing another week of food at a time.

Eventually, he became tired of scavenging, and began to take the things he wanted by force. When salvagers would come to Alascadia, they would soon find themselves being hunted down with ruthless efficiency. This course of action led him to be declared a renegade and recidivist, worthy of the attention of the Adeptus Arbites. A team was dispatched, and he was brought in to be put to trial for his crimes.

For his sentence, he was given a choice: Face the firing squad, or join the Imperial Guard to find redemption in death. Being of strong spirit, it is obvious which he chose.

He was assigned to a regiment that had been in service for several generations... one that he had heard of one his homeworld. It was the 907th Alascadian Regiment, formed before the war that decimated much of the planet, and sent to spread the Emperor's Word. During his time in the Imperial Guard, he struggled up the chain of command. Beginning as a lowly white-shield conscript, he survived long enough to become a Guardsmen by sheer force of will. His unit fought orks, heretics, the eldar, the upstart tau, and even tyranids.

During such a battle against the Tyranid menace, he happened across the Company Commander of his unit, Victrus Yorke. Yorke was locked in a duel with an enraged hormagaunt that was imbued with fury and outside of the control of the Hive Mind. Sepp used his melee attachment and attacked from the flank, killing the creature with a blind-siding blow. Yorke was impressed, and made the young Guardsmen his adjunct. After many years and battles together, Yorke rose in rank, dragging the phlegmatic Sepp Korolus with him to the peak. A true line officer, Yorke was not politically motivated enough to move in such high circles. As a result, to remove him politically, a rival arranged to have him removed quietly. It would seem an honor to be granted a Warrant of Trade by the High Lords of Terra, but to a line commander, it was only the sting of losing his command that he felt.

Yorke took command of the Pride of Alascadia, a light cruiser that had been recently mothballed due to lack of replacement components, and took Sepp with him to act as his Archmilitant and Officer of the Watch.

Sepp continues to serve the Pride, serving as her chief security officer. He also is a trusted advisor to Yorke, having spent many years and campaigns at his side.

His favored weapon consists of a custom-crafted rifle, modified with various equipment and mechanisms to be a silent killer from afar. For closer-ranged conflicts, he commissioned the crafting of a mono-edged Tanto blade about .75 of a meter in length, made of a black steel that reflects no light.

Out of habit, and perhaps as a means to enhance the effect of his skill of intimidation, he wears a respirator unit identical to the ones issued to guardsmen in the 907th Alascadian regiment. He is rarely seen without it, and many who know him have become accustomed to the blank expression of the black mask. Those who do not know him may find the indifference of the mask unsettling, an effect Sepp has been known to capitalize upon.

(The above summary has been taken from my local player forum where I previously wrote it.)

So far I have only used this character as an NPC, being a GM, but he directly represents my personality in the game. If the players need a helpful shove in the right direction I intended the story to go in, he's there to guide them. Thus, it has served me well so far to make Sepp a very phlegmatic and reserved, because the players are always looking for hidden meanings behind his words.

http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Nikolos. One of my group’s current 4th ed campaigns started with the hook that the party were all kidnapped and enslaved by an empire from across the sea. At 14th level we’re still over there. Actually, my original character was killed by the slavers in the first session, in a dramatic moment of defiance pre-planned with the DM. My replacement is a native of the Empire- a human fighter and former legionnaire until he committed a crime, the nature of which the rest of the party is still ignorant. Nikolos is a mix of the classical hoplite and the ancient Greek athlete type, black-haired and bronzed, built like a runner and very mobile even in his armor, spear, sword and large shield. He is pragmatic and occasionally fatalistic, but has a streak of heroism which belies his words. He also has a suspicion of magic which allows me to steal the odd old-Conan type “what sorcery is this?!” line from. He occasionally makes offhand references to the “black, sorcerous” practices of his companions, kind of off-handedly insulting but clearly meant in a “we’re all damned together” sense, rather than in a moral high horse sense. Which mostly keeps the casters bemused rather than angry. Nikolos has few long-term goals other than not being recaptured and enslaved again, and has recently been sucked into a dragonslaying quest by a magic sword.

Ulrich the Ugly. In one of our long-running 3rd ed campaigns I played this Trollborn cleric of Tempus, who was the god of the wild. The setting was a bit Scottish/norse highlands-esque. The Trollborn was a slight twist on a half-orc, taken from the 2nd ed Vikings handbook. Ulrich was fabulously ugly and literally incapable of turning undead, slow and clumsy of speech but wise when the party had time to listen. He was a wandering priest with a human barbarian for a half-brother, who he was constantly trying to keep out of trouble, despite Everett’s talent for it. Ulrich was the chief conspirator in the plot to save the soul of our Halfling wizard, Ogden Bramblethorne, when it eventually became clear to us that he had been seduced by the power of evil. Ulrich's most memorable adventures included fighting a body-stealing Possessive assassin's spirit, nearly being kidnapped by and fighting against the terrible troll who was his father, and fighting an invasion of frost giants, whose high priest Ulrich dealt the killing blow in the last attack roll of the campaign.

Sir Ecthelion Elenssar of House Elenssar. One of my other long-running 3rd ed characters, primarily a high-elven Wizard/Paladin. The DM in this game had been running campaigns in this world since high school. We were the children or grandchildren or successors of previous adventurers who had conquered and resettled a ruined city. Heirs or servants of the noble and merchant houses, adventuring in the world and helping re-establish connections with other cities and countries. Ecthelion was a child of privilege from the start, sometimes insufferably proud, looking down on non-elves, and about as obnoxious as a Paladin can be while still remaining a Paladin. He was unfailingly virtuous, kind, and valorous, and courteous when he bothered talking to someone, but sometimes thoughtless and almost always arrogant. Style-wise he was a heck of a shining knight, eventually acquiring a Pegasus and then a mighty griffin (also the sigil of the city) as a paladin’s mount. Ecthelion fought evil lords, undead, dragons and marshalled the forces of good in some epic battles, but honestly his intra-party conflicts were some of the most memorable.

The thing that’s definitely seemed to make for more memorable characters (at least for my fellow players) has often been when I had a distinct hook/manner of speaking/voice for the character, as well as a personality that mattered. Ulrich had a low, slow, gravelly tone, using primarily monosyllabic words which often made him sound dumber than he actually was. Ulrich was grounded, fairly humble, and always kind, much-loved in the group. Ecthelion had a high, polished vocal tone, a love of big words, and never used contractions in his speech. He was arrogant and multiple times exchanged angry words with our harsh Cleric of the god of vengeance, whose means he often disagreed with (and who distrusted Ecthelion’s dabblings in wizardry). He also inspired longterm resentment in the half-orc fighter in our party, a low and crude sort implicitly looked down on by Ecthelion despite Iqbal’s many heroic deeds, which Iqbal always felt Ecthelion didn’t value or look upon him as an equal for. I still have a fair number of saved emails from old campaigns where we were really into it.

This message was edited 2 times. Last update was at 2010/06/01 18:47:48


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Maelstrom's Edge! 
   
Made in fi
Drop Trooper with Demo Charge



Helsinki

Here are some of my all time favourites.

Gwenwynwyn ap Geywyn: (Third) Son of the king of a small Celtic tribe, Gwenwynwyn and his childhood friends of the village were called to service at a young age, following the defeat the Celtic tribes in the region against an invader from beyond the mists surrounding their island. His first feat of strength was the saving of most of the young women of the village from the conquering Saxons (probably, can't remember the exact name of the invaders).
Later that same year, his second feat was the slaying of a Fomorian who was threatening the herds as they were brought down from the hills for the winter. It was during this adventure that Gwenwynwyn first met his wife-to-be, a daughter of one of the herders (her name escapes me, the campaign took place close to 15 years ago). This also brought the young heroes into contact with the Fey, as they pursued the Fomorian into the Shadow Lands and slaying him in his lair. The adventurers fought other dangers in that place, and while most of them managed to escape, Gwenwynwyn and the herders daughter were lost.
A year passed, and the boys of the village matured into men. The Saxon invaders returned and threatened the Celtic tribes on their side of the mountains again . During some small skirmish, Gwenwynwyn made a dramatic return to the land of the living by saving his outnumbered friends. He hadn't died in the Fey Lands as expected, but the time spent amongst the Sidhe had changed both him and his wife. Both of them had become beautiful in appearance, but unsettlingly so. The two were never really accepted amongs the villagers, though they were permitted to live amongst them.
In due time, the old king died and his oldest son became king in his place. The Saxon raids finally became too much for the tribe, and they were forced to abandon they ancestral lands and flee westwards. Gwenwynwyns final act in the story was to fight his way into the lodge of the Saxon king, challenging anyone who dared to face him in combat, slaying those who accepted and cursing the kings bloodline, sealing the curse with his own blood and by driving the great, black, fomorian-forged sword into the hearthstone of the kings lodge. Then he walked into the wilds and passed from the knowledge of men.

The Unnamed: This character, whose name I can no longer recall, was a mystical adept of a ninja clan. His talent was the weaving of illusions, a very useful tool for the sort of things ninjas do. He was a bit of a bookworm/academic, always wanting to delve into the deeper mysteries of whatever we found/fought. He started out as a support/backup dude to the front line backstabbers, but eventually got a reputation of his own. The main plot of the campaign was stopping some rebellious warlord from deposing the Shogun and becoming the new Emperor (or something). The warlord tried to blackmail the Clan into serving him by stealing a sacred seal (or something like that), which the Clan obviously didn't like. The adventurers were sent after the thieves, into a land torn with strife, famine and the usual things. Disguised as farmers/laborers/soldiers/you name it, we travelled the land, piercing layer after layer of the evil plot. This was one of my favourite campaigns of all time, thanks to the awesome DM and his storytelling powers. We finally managed to recover the seal in the fortress of the warlord, and also brought his head back to the Clan as payment of our time. Most importantly, no one ever knew who had done all the sabotage to the warlords (and his allies) plans, including those who would have been in our debt. (Although I think our Clan leader ransomed that head for a tidy profit in the end)

Lieutenant Hammon Jaffreyson (not his actualy surname, since his people doesn't use them): Hammon is a former soldier of the Imperial Army of Westphalia and current agent of the Imperial Secret Service. He's a Flamlander, a recently "pacified" nation/people, conscripted into the Imperial Army at a young age (as punishment to his tribe) and is serving a twenty year term of service. His people are considered somewhat inferior by the majority of Imperial subjects, so he's had to prove his worth for most of his life. His only real link to his past is his sword, a traditional Flammish blade supposedly made of meteoric steel (it's also supposedly cursed, the prison of a "demon", and Hammon has been told that it will be his death). He served originally in a light infantry batallion (think Sharpe, whom I only recently heard of), but got eventually promoted and transferred into regular infantry before being given detached duty in the ISS. He's a bit introverted, having spent the last decade amongst those who look down on him, but never shirks from his duties. This loyalty to the crown over tribe/nation is what earned him commission.
The campaign setting is a mix of almost- Victorian steampunk and Cuthulhuesque horror. Hammon and his cmpanions have been tasked to uncover plots against the crown, both foreign and domestic (sort of a 40 Inquisitor, only far less powerful). Westphalia (think British Empire/Imperial France) is a loose coalition of nations who only fairly recently banded together to stop the invasion of a powerful enemy from the east (Russians/Prussians). The horror elements are the Ancient Gods and powers that linger in the earth, in defiance of modern science and rationalism of the Steam Age. Magic, while still in use, is considered obsolete and dangerous, while magicians are shunned.
Recently, the heroes were sent across the Great Sea to the elven lands to seek assistance in disposing of a dangerous old relic linked to a powerful Od God/demon. On that trip, Hammon was slain by some undescribably horrifying monster of the ancient times, and even the legendary healing powers of the elves could not bring him back. His companions learned that Hammons "soul" had been captured by some old elven relic called a Dream stone, linked to that horrible monster. To save him, they also travelled into the stone to get his soul back. Unfortunately they failed, and the Ancient Being trapped in the stone devoured the essence of Hammon. However, to the surprise of his friends Hammon unexpectedly coughed, opened his eyes and sat up. By all appearances he was back, his soul somehow free despite the events in the nightmarish landscapes of the Dreaming stone. There are some small differences about this returned Hammon, such as his strange link with his blade, which no longer seems like a tool but rather an extension of himself.
This campaign is still ongoing, and the reason I like the character is the way a single throwaway idea of his background suddenly wove itself into the story in very spooky manner.
   
 
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